Didn't E:wom solve this pretty good? Sheeeeeeeeeeeeeeeeit, I might even be able to mod that shit in. Will test. Edit: Nope.
Heavenfall
Either of those solutions would work for non-guardian units (units that can move outside cities).
Swampy or Desert is your best bet. You can gather the info you want from CoreMaps.xml and the stamps folder
For the first thing, what you can do is create an improvement that summons a creature. That creature would then at the start of combat have a battleautocastspell trigger. That spell would in turn boost the creature depending on the unitstats it is getting from a city. This way you could avoid bonuses to ALL defenders, and target a certain unit with the bonus. I haven't tried if "city summoned" defender creatures can activate the battleautocastspell trigger, but it's something
I'm not sure if you're aware, but there is a ninja in that picture, just to the le
Go to TerrainTypes.xml and find all the stuff that looks like this Resource TileYieldGrain 1.5 1 &l
There's no real good way to do this, because if you increase the "bad" starts, you'll also increase the "good" starts.
Careful, soon he'll be convincing you to buy a more expensive setup to render scenes faster!
Yeah they're expensive. I still have my license from my old company.
Venusian Empire, a group of monsters (not playable) that will visit a desert near you in next Stormworld patch. http://i.imgur.com/pfsST.jpg
No, we can't replace the fundamental model.
There is a difference between a faction and a race. A faction belongs to one race, but a race can have multiple factions (this is what happens when you create custom factions - the race gains another faction). Making something unique for a Race is easy, just put this in your item/improvement: [quote] Race <At
That is indeed the total amount of sectors, but NOT the total used when placing random stamps. For the purposes of placing stamps, the game removes half a sector from each side of the map (turns it into an "ocean wall"), reducing width and height by 1 for all sizes. I added this bit to the OP so people aren't confused: [quote]Edit: Note that maps are technically larger as per https://forums.elementalgame.com/435
I agree, that seems to be the best solution. Remember to change the artdef in the improvementtype as well, ex: yourveryspecial_artdef
Show us the xml.
Updated the OP to include AbilityBonus, AbilityBonusOption and a newly found bug with SpellDef. GarLunarfang, that sort of solution would actually be technically difficult due to the structure of XML. One suggestion that has been posted before is to simply allow us to indicate in the top level structure of the XML whether the file is Overwriting or Modifying its contents. Ex: [quote] Modify </Purpos
It's a generic one to indicate bloodline.
Abilitybonus and abilitybonusoption work like improvementtypes in that topic.
They are a bit all over the place. Suggest you search in files for the internal names of stuff. But modded champs were balanced after core game.
They are in rotation but have a lower chance of appearing.
Yep, although that effect might be a bit much if played every hit. For effects that proc off MeleeAppliesSpell or MeleeDefenseAppliesSpell, you only really need to worry about icons and descriptions if the effect has a duration. For anything that happens instantly you can just ignore them. Do set up a proper name of the effect though, because it gets displayed in the after-combat report (combat details) text.
There are some overpowered ones as well, one of the huge stamps has a single starting position with 5-6 settlable locations next to forest and rivers (with no competing starting position). But I think it's not good to delete too many stamps, especially huge ones.
I've looked into this before and this is what I gathered: Tile yields are gathered from a 3x3 area including the central tile. All tiles have to be either kingdom or empire environment. Plains = 1.5 Grain Forest = 1.5 Material River = 1.5 Grain 1.5 Material In addition, yield is commonly found on world resources as well. Math for the central tile = yield from all 9 tiles divided by 3, rounded down. If a tile has any Grain yield, it gets i
I think it's a discussion of whether they should go for a high-cost very flexible system, or a low-cost inflexible system. If they keep adding different XML tags (not that they have added any requested by modders btw) then each new tag has a certain base cost in manhours needed to implement it. If they do a proper scripting system instead, it's a big cost but they unlock all those small opportunities as well without needing a small base cost for every extra bit of XML.